polypixel
08-08-2010, 10:03 AM
http://img841.imageshack.us/img841/5894/asteroids.jpg
Hey,
I've got 20 days (coming up) to create the Asteroids for a game set in Space. Asteroid belts will be the main feature of several levels so it's important that individually they look good but also that I can create enough of them to create a belt that doesn't look too repetitive.
I have access to Max, Maya, Photoshop, Painter and ZBrush so I can use work flow ideas from any of those programs. Although I'm most comfortable using Maya and Photoshop.
My thoughts on a high level work flow are along these lines:
Step 1: Use some sort of automatic process to create a batch of random high poly meshes with contrasting silhouettes and UV them.
Step 2: Use Simplygon to create a game mesh from the procedurally created high poly meshes.
Step3: Get one of the programmers to create some sort of batch process that automatically bakes ambient occlusion and normal maps for the entire batch of asteroids one after the other (so I can leave batches baking over night). Using either Maya, Max or XNormal.
Step4: Manually paint subtle colour variation for each under AO maps in Photoshop.
Step5: Manually position the Asteroids in a belt in Maya and export as a single subtly animated mesh.
I've been considering writing a MEL script to create the high poly asteroids but i'm a beginner at MEL and I have no reason to believe I can do any better than the other peoples scripts i've found which arn't great. Anyone know of a high quality script/plugin or stand alone program I could use for step1? If not how would you quickly create a nice looking high poly Asteroid?
Also, anyone know of games doing asteroid's particularly well?
Thanks for reading! :)
Dan.
Hey,
I've got 20 days (coming up) to create the Asteroids for a game set in Space. Asteroid belts will be the main feature of several levels so it's important that individually they look good but also that I can create enough of them to create a belt that doesn't look too repetitive.
I have access to Max, Maya, Photoshop, Painter and ZBrush so I can use work flow ideas from any of those programs. Although I'm most comfortable using Maya and Photoshop.
My thoughts on a high level work flow are along these lines:
Step 1: Use some sort of automatic process to create a batch of random high poly meshes with contrasting silhouettes and UV them.
Step 2: Use Simplygon to create a game mesh from the procedurally created high poly meshes.
Step3: Get one of the programmers to create some sort of batch process that automatically bakes ambient occlusion and normal maps for the entire batch of asteroids one after the other (so I can leave batches baking over night). Using either Maya, Max or XNormal.
Step4: Manually paint subtle colour variation for each under AO maps in Photoshop.
Step5: Manually position the Asteroids in a belt in Maya and export as a single subtly animated mesh.
I've been considering writing a MEL script to create the high poly asteroids but i'm a beginner at MEL and I have no reason to believe I can do any better than the other peoples scripts i've found which arn't great. Anyone know of a high quality script/plugin or stand alone program I could use for step1? If not how would you quickly create a nice looking high poly Asteroid?
Also, anyone know of games doing asteroid's particularly well?
Thanks for reading! :)
Dan.
